Collectible elements and game method using indicia occurrence

ABSTRACT

A collectible element suitable for use in an educational game having a plurality of collectible elements each having a frequency of occurrence related to the number of occurrences of the collectible element with respect to the number of occurrences of other collectible elements of the plurality of collectible elements is disclosed. The collectible element includes an indicia of the frequency of occurrence of the collectible element disposed upon the collectible element. The collectible elements can be cards and a player of a card game can obtain credit in accordance with the frequency of occurrence including in accordance with skill. Furthermore, the collectible element can set forth a character and a player of the game can obtain credit in accordance with skill in identifying the character. The frequency of occurrence of a collectible element is related to the amount of skill required to identify the character set forth on the collectible element. The character set forth on the collectible element is a real person, preferably a dead person. If the character set forth on the collectible element is a relatively famous person the frequency of occurrence of the collectible element is accordingly relatively high. If the character set forth on the collectible element is a relatively obscure person the frequency of occurrence of the collectible element is accordingly relatively low. The plurality of collectible elements can be a first set of collectible elements obtained together with each other and a second set of collectible elements obtained together with each other and obtained separately from the first set of collectible elements wherein the first and second sets of collectible elements are joined together while substantially maintaining the accuracy of the frequency of occurrence of the collectible elements of the first and second sets of collectible elements.

[0001] This Application is a continuation of U.S. patent applicationSer. No. 09/400,629 filed Sep. 20, 1999 entitled COLLECTIBLE ELEMENTSAND GAME METHOD USING INDICIA OF OCCURRENCE, whose disclosure isincorporated by reference herein and which is assigned to the sameassignee as this invention.

BACKGROUND OF THE INVENTION

[0002] I. Field of the Invention

[0003] This invention relates to the field of card games and, inparticular, to the field of card games having game elements useful forplaying card games and also useful as collectibles.

[0004] II. Prior Art

[0005] Trading cards are a well-known method for disbursing andcollecting information about public figures. For example trading cardsrepresenting figures in the entertainment industry can depict musicperformers or television and movie personalities. A more familiar typeof trading card is the well-known baseball card. Baseball cards areprovided with a photographic depiction of an athlete along withbiographic and statistical information concerning various athletes andteams. Other cards dealing with sports figures are also available andare used by sports enthusiasts for collecting information about athletesand sports teams.

[0006] Sales in the sports card industry greatly expanded during the1980's. Despite some decline since that period the sports card industryis still a major market. However, new markets have also developed. Forexample, while cards depicting wars and presidents have been inexistence since the 1930's, in the 1990's new non-sport cards haveeffectively tapped into the large youth market. These cards usually haveas subject matter comic book or fantasy heroes.

[0007] Additionally, trading cards directed to niche markets continue todevelop. The sports and non-sports subject matter can be as varied andobscure as women's bowling, bass fishing, and National Historical Parks.All these card sets and more are produced each year. But the mostsuccessful sets are those with wide appeal that contain opportunities tohave ongoing content for the cards. This partly accounts for the successof sports cards. However, any type of cards can be used by enthusiastsof the subject matter as trading cards.

[0008] Enthusiasts typically exchange trading cards with otherenthusiasts in order to obtain cards that are needed to complete sets ofrelated cards or to obtain cards that are not readily available.Collectors can also buy and sell trading cards for their economic andhistoric value. Trading cards of this type are typically sold throughretail game stores and other types of specialty outlets, particularlyneighborhood baseball card shops depending, for example, upon thepopularity of the individuals depicted thereon. Additionally, since sometrading cards are more common than others, the monetary value of a cardcan depend on its availability. For instance it is known to provideinserts of special cards in many sports card sets. An example would be“Michael Jordan Golden Hoop Club Card 1:35.” This information will oftenappear on the wrapper of the cards.

[0009] There is presently no systematic way to determine the scarcity ofa card other than background knowledge. The background knowledge may beprovided by information available on a wrapper indicating which cardsare special inserts that are more rare than the common cards.Alternately, it may be known through knowledge of the subject matter.However, there is no system for identifying the scarcity of cardsimmediately upon viewing the cards.

[0010] Playing cards, as distinguished from trading cards, are easilyand readily available. This is especially true of the well-known decksof fifty-two face cards. Many different games can be played with asingle deck of this type of playing cards. The number of games possibleis limited for the most part only by the imagination of the players.Playing cards themselves, individually and collectively, usually have novalue other than their amusement value. Additionally, some card gamesrequire cards especially printed for the game. Cards of this nature havelittle value other than their value for the playing of the particulargame for which they are printed.

[0011] Many games played with playing cards such as the more common facecards are games of chance. Games of chance can have rules that requireeither the random selection of cards or in some other way depend uponthe occurrence of events outside the control of the players. Other gamesplayed with cards can require strategy. Strategy games usually limit thelevel of strategy with restrictive rules of play.

[0012] A further type of trading card known in the prior art andcurrently gaining in popularity is a card that is significantlydifferent from the previous trading cards of the twentieth century. Itis a trading card that uses the scarcity of a card as a legitimate basisfor collectibility and for the value of the card. However, these tradingvalues are not identifiable to the layman. In the case of thesecollectible card games cards are sometimes categorized as rare,uncommon, and common. However, these trading values are not identifiableto the layman. This type of card es rapidly gaining in popularity mostlythrough word of mouth.

[0013] However, in the last ten years collectible card games such asthese have made a significant impact on both the trading card industryand on the game industry. Collectible card suitable for use in playinggames of this nature are also known as fantasy trading cards. At thepresent time fantasy card games represent fictional characters andsituations.

[0014] One such game is a fantasy game utilizing figures such assorcerers and wizards as subject matter. Another such game utilizes ascience fiction universe previously created for television and movieentertainment. Fantasy games include cards that are more rare than othercards. However, it is not integral when using the cards which ones maybe more rare.

[0015] It is also known to provide games that use freely tradable gameelements or components, such as trading cards. Furthermore, it is knownto provide games that enable a player to form a unique combination ofcomponents that competes against the combinations of elements formed byother players.

[0016] It is an object of the present invention to provide a card gameand a card element wherein the value of the card element as a collectoritem corresponds to the value of the card element within the card game.

[0017] It is another object of the present invention to provide a cardthat is both a collectible suitable for use in a number of game formatsincluding an educational trivia game, a card game, and a fantasy game.

[0018] It is a further object of the present invention to provide a cardgame and a game element wherein the value of a game element as acollectible and the value of the game element in a card game are relatedto the scarcity of the game element.

[0019] It is a further object of the invention to provide a game cardelement suitable for sale in a starter set of cards as well as inseparately sold supplementary or booster sets of cards.

[0020] It is a further object of the invention to provide a card whereina feature identifying the scarcity of the card is a part of a system foridentifying the scarcity of the card immediately upon viewing the cardwithout reference to a book, wrapper or prior knowledge of details ofgame or individual card.

[0021] It is a further object of the present invention to associatepredetermined fantasy card game elements with real individuals.

SUMMARY OF THE INVENTION

[0022] A collectible element suitable for use in an educational gamehaving a plurality of collectible elements each having a frequency ofoccurrence related to the number of occurrences of the collectibleelement with respect to the number of occurrences of other collectibleelements of the plurality of collectible elements is disclosed. Thecollectible element includes an indicia of the frequency of occurrenceof the collectible element disposed upon the collectible element. Thecollectible elements can be cards and a player of a card game can obtaincredit in accordance with the frequency of occurrence including inaccordance with skill. Furthermore, the collectible element can setforth a character and a player of the game can obtain credit inaccordance with skill in identifying the character. The frequency ofoccurrence of a collectible element is related to the amount of skillrequired to identify the character set forth on the collectible element.The character set forth on the collectible element is a real person,preferably a dead person. If the character set forth on the collectibleelement is a relatively famous person the frequency of occurrence of thecollectible element is accordingly relatively high. If the character setforth on the collectible element is a relatively obscure person thefrequency of occurrence of the collectible element is accordinglyrelatively low. The plurality of collectible elements can be a first setof collectible elements obtained together with each other and a secondset of collectible elements obtained together with each other andobtained separately from the first set of collectible elements whereinthe first and second sets of collectible elements are joined togetherwhile substantially maintaining the accuracy of the frequency ofoccurrence of the collectible elements of the first and second sets ofcollectible elements.

BRIEF DESCRIPTION OF THE DRAWINGS

[0023] The features, objects, and advantages of the present inventionwill become more apparent from the detailed description set forth belowwhen taken in conjunction with the drawings in which like referencecharacters identify corresponding elements throughout and wherein

[0024]FIGS. 1A,B show the reverse and obverse sides of the playing cardsof the present invention.

DETAILED DESCRIPTION OF THE INVENTION

[0025] Referring now to FIGS. 1A,B, there are shown reverse side 12 andobverse side 14 of frequency indicia bearing collectible element 10 ofthe present invention. In one preferred embodiment of the inventionfrequency indicia bearing collectible element 10 can be a frequencyindicia bearing card 10. Frequency indicia bearing card 10 is one of aplurality of such cards that can be used together as a set of cards forgame playing while also being suitable for use as collectibles. In theircapacity as cards used for game playing frequency indicia bearing cards10 can be used to play any number of educational games.

[0026] For example, cards 10 can be elements of trivia, fantasy, andcollectible games. While cards 10 are illustrated and describedprimarily as cards such as the rigid cards of a conventional hard deckof cards, like the rigid cards they can be represented as images,electrical signals in one preferred embodiment and in any other mannerknown to those skilled in the art. In these embodiments softwareoperating upon conventional hardware can provide the required images ofcards 10, any required motion of the images of the game, as well as thealgorithms for implementing the desired games. The educational gamesusing frequency indicia bearing cards 10 are designed to provide userswith a great deal of fun while helping users to master skills such ashistory, memory, and strategy.

[0027] In their capacity as collectibles frequency indicia bearing cards10 can be exchanged between users in order to permit the users to obtainnew cards 10. For example, users can exchange cards 10 in order toobtain other cards 10 that are more rare or to obtain cards 10 that aremerely of more interest to a user. Even while serving as trading cardsin this manner or in any other way serving as a collectible elementfrequency indicia bearing cards 10 can be educational.

[0028] Each frequency indicia bearing card 10 of the present inventionis an element that sets forth a character that is the subject matter ofthe card. In the preferred method of the invention the character setforth is a dead person. Furthermore, in the preferred embodiment of theinvention, an individual set forth on frequency indicia bearing card 10can be any person who ever lived regardless of how famous, obscure, orinfamous the individual may be. Each of the characters appearing onfrequency indicia bearing cards 10 appears with a predeterminedfrequency. However, it will be understood that the subject of indiciabearing cards 10 can be provided with any other subject matter such asanimals or objects.

[0029] Obverse side 14 of frequency indicia bearing card 10 includesimage region 120 of the character set forth. Image region 120 isdisposed against card background 125. Card background 125 can be any oneof a number of differing colors. The differing colors of card background125 can be used to indicate differing backgrounds of the variouscharacters. For example, in the preferred embodiment of the inventiondiffering colors can be use to indicate characters in the fields ofscience and business, the military and outlaws, reformers and religiousfigures, politicians, and royalty along with characters famous throughtheir relationships.

[0030] Name field 135 is also provided on obverse side 14 of frequencyindicia bearing card 10. Name field 135 is provided in order to setforth the name of the character that is the subject matter of card 10.The name set forth within name field 135 is usually the first and lastname of the character. However, a nickname or only a last name of acharacter can be used within name field 135 occasionally.

[0031] One or more indicia fields 130 are also provided on obverse side14 of frequency indicia bearing card 10. Indicia fields 130 indicate thefrequency of occurrence of the character that is the subject offrequency indicia bearing card 10. The frequency of occurrence as setforth in indicia fields 130 is related to the number of times thecharacter appears within the total number of frequency indicia bearingcards 10 in existence. While the indicia of the frequency of occurrenceis set forth primarily as a numerical value for illustrative purposes itwill be understood that the indicia can be any type of indicia capableof indicating the differing values of frequency of occurrence. Forexample, letters or colors can be used as the indicia of the presentinvention.

[0032] For example, consider the case wherein 100,000 frequency indiciabearing cards 10 are printed having an indicia value of one. Cards 10having an indicia value of one are the most common type of card 10.Then, for example in one embodiment of the present invention, 80,000cards 10 bearing an indicia value of two can be printed. Furthermore,for example, the number of frequency indicia bearing cards 10 printedwith an indicia value of three can be 70,000.

[0033] This process can be continued, in accordance with one of thepreferred embodiments of the invention, with each successively largerfrequency of occurrence value disposed in indicia fields 130 beingprovided with a ten percent differential compared to the previousfrequency of occurrence value. In this manner a single copy can beprinted of the most rare of the frequency indicia bearing cards 10,those cards 10 having an indicia value of ten.

[0034] In one embodiment of the invention a starter set of frequencyindicia bearing cards 10 can be sold to users. Additionally,supplementary sets or booster sets of cards 10 can be printed. A starterset of cards 10 can contain, for example, fifty frequency indiciabearing cards 10. Supplementary sets of cards 10 can contain, forexample, fifteen frequency indicia bearing cards 10.

[0035] In one embodiment the distribution of values of the indicia ofindicia field 130 in both the starter sets and the supplementary setscan be random. Alternately, the sets of cards 10 can be printed with adistribution that is biased in some manner. For example, more powerfulfrequency indicia bearing cards 10 can be disproportionally provided insupplementary sets rather than in starter sets in order to encourage thepurchase of supplementary sets. However, the total occurrences of eachfrequency indicia bearing card 10, as indicated by indicia 130, must bemaintained substantially accurate over the total number of frequencyindicia bearing cards 10 sold in both types of sets regardless of thefrequency distributions.

[0036] One possible distribution of frequency indicia bearing cards 10suitable for use with the present invention is set forth in Table I. Theratios of the values of Table I are chosen for illustrative purposesonly. It will be understood that many other ratios can be used for thecollectible element and game element of the present invention.Furthermore, it will be understood that it is not necessary for theratios to be exact. It is important however that each value represent ahigher or lower value of frequency of occurrence than a previous value.TABLE I DENOMINATION PERCENTAGE NUMBER 1 22 100,000  2 17 80,000 3 1570,000 4 13 60,000 5 11 50,000 6 9 40,000 7 7 30,000 8 4 20,000 9 0.210,000 10  0.02  1,000

[0037] Another possible distribution of frequency indicia bearing 10 isset forth in Table II. In the distribution of Table II there is asmaller frequency difference between the successive indicia one toeight. For example, while a value of eight is still more common than avalue of seven the frequency difference may only be as small as a fewpercentage points. TABLE II 1 = 25:100 6 = 8:100 2 = 20:100 7 = 7:100 3= 14:100 8 = 6:100 4 = 10:100  9 = 9:1000 5 = 9:100  10 = 1:1000

[0038] Several fields containing information related to the characterthat is the subject of frequency indicia bearing card 10 are provided onreverse side 12. Nationality field 25 of reverse side 12 sets forth thenationality of the character. When the character is American nationalityfield 25 can include the ethnic background of the character. DOB/DODfield 30 sets forth the date of birth and date of death of thecharacter. It will be understood that in some cases the date informationof DOB/DOD field 30 may not be known with very much certainty.

[0039] Occupation field 35 of reverse side 12 of cared 10 sets forth theknown occupations of the character. The occupations can be listed inchronological order within occupation field 35. Personal field 40provides some anecdotal information about the personal life of thecharacter. The information in personal field 40 can vary in differingprintings of frequency indicia bearing cards 10 for a character. Earlierversions can focus on the youth of the character.

[0040] A single incident of some interest in the life of the characteris described in close-up field 45. The incident described in close-upfield 45 is not necessarily one of any great significance. Backgroundfield 50 is also provided on reverse side 12. In the preferredembodiment of the invention background field 50 sets forth a summary ofthe entire life of the character. Background field 50 is the longest ofthe fields disposed on reverse side 12 of frequency indicia bearing card10.

[0041] Special fact field 55 of reverse side 12 can set forth any pieceof information related to the character. The information used in specialfact field 55 should pertain to the period of the life of the characterthat is dealt with in the other fields. Alias field 60 includes all ofthe known nicknames of the character. The nicknames can be listed inorder from the most well known to the least well known, in alphabeticalorder, or without any order. Claim to fame field 65 of indicia bearingcards 10 describes the single thing for which the character is most wellknown.

[0042] Many different games can be played using frequency of occurrenceindicia bearing cards 10 of the present invention. One such game is ahistory challenge game that can be referred to as History Mystery. InHistory Mystery a player attempts to guess the identities of thehistorical figures disposed upon cards 10 based upon clues. The cluescan be the information in the various fields of frequency of occurrencecard 10.

[0043] The guesses are made without the player seeing the name field 135or the image field 120 on obverse side 14 of indicia bearing cards 10.The points, or credits, won by a player of History Mystery for correctlyguessing the name of an historical figure are determined by thedifficulty of making the identification. The difficulty of making theidentification can be related to and indicated by the frequency ofoccurrence indicia of a card 10. In a preferred method points areawarded using frequency of occurrence indicia in combination with pointsprovided of reverse side 12 of indicia bearing card 10. These points areplaced before each field.

[0044] In one embodiment of the invention History Mystery can be playedas a solitaire game. In this embodiment a player can look at reverseside 12 of card 10 but must not look at obverse side 14 until after aguess is made. If the guess made by the player is correct, as determinedby looking at obverse side 14 after making a guess, the player isawarded a win. If the guess is incorrect the player receives a penalty.

[0045] The number of wins and losses received by the players can betabulated in order to keep score if desired. However, no score keepingis necessary in the solitaire embodiment of History Mystery. In analternate embodiment of History Mystery, differing numbers of points areawarded to the players for correct guesses and differing numbers ofpenalty points are awarded for incorrect guesses. The number of pointsawarded and the number of penalty points can be determined by the pointvalues listed before each field in combination with the frequency ofoccurrence indicia of indicia bearing card 10. While only a few examplesof these points are set forth in FIG. 1A showing reverse side 12 of card10 in order to simplify the drawings, it will be understood that thenumber of points assigned to the various fields can be continued asshown or in any other manner.

[0046] The regular History Mystery game is played with two or moreplayers. The players take turns picking a card from a pile and readingfrom the back of the card line by line to opposing players. The playerscan try to guess the name of the historical figure disposed on the frontof the card based upon the information from the card in this manner. Ifa guess is correct the player making the correct guess can receivepoints, the number of points can be determined according to a secondpoint value that can be provided upon card 10 as well as in thepreferred embodiment, the card value. The received points and the cardvalue points can be added to the previous point total of the player thatguesses correctly.

[0047] If the guess is incorrect the player reading from the card canreceive a number of points. The number of points received by the readingplayer can be determined by a first point value that can be providedupon card 10. The number of points indicated by the first line pointvalue can be added to the face value of the player reading theinformation on the card. If no guess is made the reading player canreceive points according to the card value as well as the highest firstpoint value and add the points to the previous total.

[0048] If a player waits until the end of the reading of the informationon the card to guess the identity of the historical figure it isdesirable to award fewer points for a correct guess. Answering aftermore clues are given is easier that answering on the basis of fewerclues. Additionally, giving more points for answering correctly withfewer clues encourages some risk taking by the guessing player.Penalties can he imposed on players for incorrect guesses and the playerholding the card can receive points if there are no guesses aspreviously described.

[0049] Rather than reading the information in the various sections onthe back of the card in order to guess the figure indicated on the frontthe players can elect to dispose the card face up and guess theinformation in the various sections based upon their knowledge off thecharacter shown. Points are awarded for correctly guessing theinformation on the back of the card rather than for guessing theidentity of the historical figure on the front of the card. In analternate embodiment one player at a time does the guessing.

[0050] In one embodiment of the intention History Mystery can be playedas a solitaire game. In this embodiment a player can look at reverseside 12 of card 10 but must not look at obverse side 14 until after aguess is made. If the guess made by the player is correct as determinedby looking at obverse side 14 after making a guess, the player isawarded a win. If the guess is incorrect the player receives a penalty.

[0051] The number of wins and losses received by the player can betabulated in order to keep score if desired. However, no score keepingis necessary in the solitaire embodiment of History Mystery.

[0052] The History Mystery game of the present invention can be providedby means of images, such as video images, as well as by means of rigidcards, in the manner previously described. In such electronicembodiments of games using card 10 the software of the game can provideappearances of cards 10 according to the indicia of the frequency ofoccurrence of each card 10. Furthermore, the information of each fieldof each card 10 as well as the various questions required can all beprogrammed into the software of the game. The determinations when aplayer receives points and the number of points awarded to the playercan also be programmed according to the rules of the games as set forthherein or according to the rules of any other games using cards 10 orusing the indicia of the frequency of occurrence. For example, thesoftware can provide more points for the guessing player if the guess ismade with fewer clues. The same is true of the determinations of whenplayers lose points and how many points they lose.

[0053] In a variation of the History Mystery game that can be referredto History Mystery League the players each provide their own sets ofcards and the sets of cards are combined in order to form one large setof cards for use in playing the game. When playing this variation ofHistory Mystery it may be useful for the players to mark their cards inorder to facilitate separating them when the game is complete. In afurther variation possible using indicia bearing cards 10 HistoryMystery League can be played by a number of players without mixing thesets of cards of the different players. The latter embodiment isbelieved to be preferred.

[0054] When playing a league version of History Mystery players havingmore than a predetermined number of cards that are permitted in the gamemust sort their cards and select only the predetermined number for usein the game. Players are permitted to select their cards in whatevermanner they believe may provide them with any advantages they believecan be obtained using the selection process. However, the players canagree that predetermined numbers of cards in selected categories arerequired. For example, they may agree that all players must use at leasta predetermined number of cards of certain colors. Play of the leagueversion of History Mystery can then proceed as previously described withthe players reading from their own selected cards as their turns to readperiodically arise.

[0055] In any of the embodiments of History Mystery described herein theplayer whose turn it is to guess the identity of the historical figureon a card may be permitted to challenge the reader and determine whetherthe reader knows the identity of his or her own card. Alternately, theguessing player can raise the challenge by requiring the reading playerto guess the identity of a historical figure of a card 10 from the deckor from a card 10 held by the guessing player.

[0056] Another game that can be played using collectible elements 10 asgame elements is a game that can be referred to as History Challenge. InHistory Challenge the players simultaneously reveal the information onthe back of their cards. The players then compete to see who can guessthe identity of the historical character first. In one variation of thegame which the players can elect to play the players can look at thereverse side of their own cards in order to determine the historicalcharacter disposed upon it. In the other variation of the game theplayers are not permitted to look at the reverse of their own cards. Ifthe players are playing the variation wherein they do not know their owncard the looser can challenge the winner on the winner's card.

[0057] A further game that can be played using indicia bearing cards 10is Historeeno. In Historeeno the players first look at their own cards.The dealer then turns over the top card on a pile of remaining cards. Aplayer must then match the color of the card turned over by the dealerfrom his or her own cards. Various strategies can be followed by theplayer who must match the color. In a preferred method the indicia ofoccurrence is also used for matching, thus cards of lesser occurrencemay be sought after as matches.

[0058] Timeline and Lifeline are two further games that can be playedusing indicia bearing cards 10. In these games a predetermined number ofcards are put into either (1) chronological order according to the birthdate or the date of death of the historical character disposed upon thecard, or (2) descending/ascending order according to how long thecharacter lived. The winner in one of these games is the player who canput his or her cards into the selected order first. The cards which aremore scarce normally hold more value as their degree of difficulty isgreater for the opponent.

[0059] The previous description of the preferred embodiments is providedto enable a person skilled in the art to make and use the presentinvention. The various modifications to these embodiments will bereadily apparent to those skilled in the art, and the generic principlesdefined herein can be applied to other embodiments without the use ofthe inventive faculty. For example, it will be understood that any ofthe games set forth herein, as well as any other games using the indiciaof the frequency of occurrence or any other feature described, can bepracticed as video or electronic games. Thus, the present invention isnot intended to be limited to the embodiments shown herein but is to beaccorded the widest scope consistent with the principles and novelfeatures disclosed.

[0060] For example, the collectible elements of the present inventioncan be used in fantasy games as well as in the types of games describedherein and many other types of games. Fantasy games can be games whereinthe characters disposed on collectible elements 10 have attributes thatcan interact with the attributes of other characters in a strategicmanner in order to perform a particular task in which a combination ofattributes of the characters can prevail over an opponent and determinethe winner of a game. The concept of fantasy games and attributes thatcan interact with each other in a strategic manner is known to thoseskilled in the art. In the case of the History Fantasy game certain keyattributes such as movement and defensive capability are directlyrelated to indicia of occurrence. Cards that are more scarce are morevaluable in these attributes. The combination of the indicia offrequency of occurrence and the features of fantasy games such as theattributes produces games that are entertaining as well as educational.

1. A collectible element suitable for use in an educational game,comprising: a plurality of collectible elements each having a frequencyof occurrence related to the number of occurrences of the collectibleelement with respect to the number of occurrences of other collectibleelements of the plurality of collectible elements; and an indicia of thefrequency of occurrence of the collectible element disposed upon thecollectible element.
 2. The collectible element of claim 1, wherein thecollectible elements are cards and a player of the card game obtainscredit in accordance with the frequency of occurrence.
 3. Thecollectible element of claim 2, wherein the player of the game obtainscredit in accordance with skill.
 4. The collectible element of claim 3,wherein the collectible element sets forth a character and a player ofthe game obtains credit in accordance with skill in identifying thecharacter.
 5. The collectible element of claim 4, wherein the frequencyof occurrence of a collectible element is related to the amount of skillrequired to identify the character set forth on the collectible element.6. The collectible element of claim 2, wherein the credit comprisespoints applied to a player score.
 7. The collectible element of claim 4,wherein the character set forth on the collectible element comprises areal person.
 8. The collectible element of claim 7, wherein thecharacter set forth on the collectible element comprises a dead person.9. The collectible element of claim 8, wherein the character set forthon the collectible element comprises any dead person.
 10. Thecollectible element of claim 4, wherein the character set forth on thecollectible element comprises a relatively famous person and thefrequency of occurrence of the collectible element is accordinglyrelatively high.
 11. The collectible element of claim 4, wherein thecharacter set forth on the collectible element comprises a relativelyobscure person and the frequency of occurrence of the collectibleelement is accordingly relatively low.
 12. The collectible element ofclaim 1, wherein the plurality of collectible elements comprises a firstset of collectible elements obtained together with each other and asecond set of collectible elements obtained together with each other andobtained separately from the first set of collectible elements whereinthe first and second sets of collectible elements are joined togetherwhile substantially maintaining the accuracy of the frequency ofoccurrence of the collectible elements of the first and second sets ofcollectible elements.
 13. The collectible element of claim 12, whereinthe first and second sets of collectible elements include differingnumbers of collectible elements therein.
 14. The collectible element ofclaim 1, wherein the indicia of the frequency of occurrence of thecollectible element comprises a number value from within a range ofnumber values.
 15. The collectible element of claim 14, wherein eachsuccessive number of the range of number values indicates apredetermined differential in the frequency of occurrence.
 16. Thecollectible element of claim 14, wherein the range of number valuesspans a power of ten.
 17. The collectible element of claim 5, whereinthe characters have attributes for interacting with the attributes ofother characters in a strategic manner.
 18. The collectible element ofclaim 1, wherein the collectible elements are represented bycorresponding electronic images.
 19. The collectible element of claim18, wherein appearances of an electronic image are controlled byalgorithms provided in accordance with the indicia of the frequency ofoccurrence.
 20. The collectible element of claim 18, wherein theappearances of the electronic images are controlled by algorithmsprovided in accordance with games rules.
 21. A collectible elementsuitable for use in a fantasy game, comprising: a plurality ofcollectible elements each having a frequency of occurrence related tothe number of occurrences of the collectible element with respect to thenumber of occurrences of other collectible elements of the plurality ofcollectible elements; characters disposed on the collectible elementwherein the characters have attributes for interacting with attributesof other characters; and an indicia of the frequency of occurrence ofthe collectible element disposed upon the collectible element.
 22. Thecollectible element of claim 21, wherein the characters disposed on thecollectible element comprise real people.
 23. The collectible element ofclaim 21, wherein the characters disposed on the collectible elementcomprises dead people.
 24. The collectible element of claim 23, whereinthe characters disposed on the collectible element comprise any deadpeople.
 25. The collectible element of claim 21, wherein the interactionof the characters disposed on the collectible element determines thewinner of a game.
 26. The collectible element of claim 21, wherein theindicia of the frequency of occurrence are represented by correspondingelectronic images.
 27. The collectible element of claim 26, whereinappearances of an electronic image are controlled by algorithms providedin accordance with the value of the indicia of the frequency ofoccurrence.
 28. The collectible element of claim 25, wherein theappearances of the electronic images are controlled by algorithmsprovided in accordance with game rules.
 29. The collectible element ofclaim 28, wherein the game rules include rules for awarding points to aplayer according to the a number of clues received by the player beforethe player provides a guess.